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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Aaron's Journey RPG + test version

Discussion in 'Map Development' started by skamigo, Mar 8, 2010.

  1. skamigo

    skamigo

    Joined:
    May 22, 2009
    Messages:
    265
    Resources:
    4
    Maps:
    4
    Resources:
    4
    [​IMG]

    Map in detail

    Story


    Aaron got tired of doing what his parents and other people demanded of him, so he set off on his own journey.

    There will be a Good-Evil system:
    Some quests are asked by evil people, some by good.
    Some quests will give you 2 ways to end them, a good and an evil way, choosing a way increases your "kindness" or "Evilness". Once you're over 90% Evil or Good, you're inconvertable Evil (or Good). Once you're inconvertable evil, you can't do anymore good quests, and vica versa. But much better and harder quests will open for you. You can see how evil or good you are on the multiboard.

    There will also be a bounty hunter board, where you can take killing quests, each Wanted poster will have a level requirement.

    Gameplay


    There are 4 Skills you can choose from in the beginning of the game
    Weaponcraft: These are fighter classes, they focus on their gear that increases their strenght and power of their abilities. You need this skill to be able to forge weapons.

    Magic: Caster classes, can use magic shards which improve their abilities.

    Alchemy : Experts in potions, materializing and vivicism (=turning objects to life, this word is made up). You need this skill to be able to use mixing pot to create potions.

    Engineering: Can make droids and Robots, droids are used to assist the hero, either in battle or as support, Robots are used to be ridden in by the hero, so you either use the robot or the hero, the hero can repair droids and robots. Robots can carry heavy weapons(f.e. Sonic Dead Ray, EMP, Electric gun, Zapper, ...)

    Later in the game you can choose a second skill (again one of these 4), that way you can combine 2 of these skills to obtain new classes.

    Job System

    You won't play with the same class all game, most likely you'll play atleast 4 different classes. You can open new classes as you level, if you meet the requirements. Possible requirements are:
    -level
    -Evil-Good
    -Secondary skill
    -Main quest development

    You can change your class trough a building, where you can also change your multiboard (to see your herbs/mats). The building might have more uses later. The building will be useable where ever you are on the map.

    Here is the list of jobs I've got so far:
    Jobs

    Will be in the test version
    Will be in the first version
    Will be added eventually
    Alchemist-> Naturalist (vivicism) -> geomancer -> Mother Nature
    -> Potion Brewer -> Chemist -> Scientist
    -> Weapon Forger (requires weaponcraft) -> Weaponsmith -> Weaponmaster
    Engineer -> Technician (droids) -> Battle Droid Technician -> Master BDT
    -> Support Droid Technician -> Master SDT
    -> Mechanic (Robot) -> Greater Mechanic -> Master Mechanic
    Fighter -> Archer -> Lancer -> Dragoon
    -> Ninja -> Assassin -> Shadow Templar
    -> Warrior -> Knight -> Juggernaut
    -> Brute -> Berserker -> Barbarian
    Mage -> Dark Mage -> Hypnotist -> Illusionist
    -> Red Mage -> Elementalist -> Sage
    -> Light Mage -> Priest -> Bishop
    -> Green Mage -> Prophet -> Oracle

    Special classes (combined by 2 skills, order of skills choosen doesn't matter)
    Weapon + Magic -> Paladin
    -> Enchanter
    -> Monk (Secret, need to have finished game before)
    Weapon + Alchemy -> Beastmaster
    Weapon + Engineering -> Robot Gladiator Mechanic
    Magic + Alchemy -> Animalist
    Magic + Engineering -> Medic
    Alchemy + Engeneering -> Biochemist
    -> Puppeteer
    -> Architect (Secret)

    These classes can change I'll give individual information of the classes once I've finished them, and tested them.

    Mastering Jobs
    When you reach a certain level (thinking about 20), you master a job, this means when you take another job, you can choose to add all the spells of the mastered jobs to your new job (in a spellbook). You can only take one mastered job's spellbook to your new class, if you have more mastered jobs, you can change the spellbook when you repick another job.

    Jobs in detail

    I'll only post the basic jobs and their 1st sub, not the spoil the whole game, you'll have to find out future jobs by playing them :)

    Each Job has 1 Initiate ability, 3 normal(4 levels) and 1 ultimate (Learned at level 6 and 12)
    Alchemist

    [​IMG]

    Initiate: Scholar [Passive]
    [​IMG]
    Gives the alchemist +5 intelligence and a +10% exp rate

    Create Mud Golem
    [​IMG]
    Creates a mud golem from the ground the alchemist stands on. Has a higher attack, more hitpoints and a new ability every level. Lasts till killed. Can only have 1 mud golem at a time.

    Herbalist [Passive]
    [​IMG]
    Increases chance to drop a material required for potions. Also learns a new recipe each level.
    Level 1: Shimmerweed +5%, Healing Potion Recipe
    Level 2: Shimmerweed +5%, Blue Herb +5%, Ether Recipe
    Level 3: Shimmerweed +5%, Blue Herb +5%, Spider Poison +5%, Poison Potion Recipe
    Level 4: Shimmerweed +10%, Blue Herb +5%, Spider Poison +5%, Fire Potion Recipe

    Materialize Weapon
    [​IMG]
    Creates a weapon out of the ground, increasing your damage. The weapon perishes after 30 attacks.
    Level 1: A sword: +15 attack
    Level 2: An Axe: +30 attack
    Level 3: A Broad Sword: +45 attack
    Level 4: A hammer: +60 attack

    Metal Golem
    [​IMG]
    Combining potion brewing, materializing and vivicism, the alchemist creates a metal golem, carries a weapon(Perishes after 30 attacks), has infinitive potions(ability=Poison Potion) and lasts till killed, or when he's summoned again. Can heal himself by absorbing mud golems.


    Potion Brewer

    [​IMG]

    Initiate: Herb Attraction [Passive]
    [​IMG]
    Increases chance to find herbs, instead of nothing.

    Brew
    [​IMG]
    Brews potions on the spot. Brews an extra potion per level. Only works for potions in the first list. A new recipe is learned each level.
    Level 1: Open Wound Potion Recipe
    Level 2: Drunk Potion Recipe
    Level 3: Hi-Potion Recipe
    Level 4: Hi-Ether Recipe

    Potion Throw
    [​IMG]
    Throws 2/3/4/5 potions at once to enemy units within range. Potions have to be in slot 1 of the hero's inventory. Only works for Poison Potion, Ultra Poison Potion, Fire Potion and Fire Potion 2

    Potion Recovery
    [​IMG]
    You have 5/10/15/20% chance to recover a used potion

    Upgrade Potion
    [​IMG]
    Upgrades 5/10 charges of potions in the first slot of the hero's inventory. If there are less then 5/10 potions they'll all be upgraded. Upgrade-able potions are: Poison Potion, Fire potion, Drunk Potion, Hi Potion and Hi-Ether


    Naturalist

    [​IMG]

    Initiate: Absorb
    [​IMG]
    Sacrifice a created minion to restore the Hero's hit points and mana points. Restores hit points and mana points by 50% of the minion's current hit points.

    Water Elemental
    [​IMG]
    Creates a water elemental. Lasts 60 seconds. Has a 300 hit point bonus when created in water. Water potion heals Water elemental for 500 hit points. Also gives the water elemental a 15 attack bonus.

    Rock Golem
    [​IMG]
    Creates a Rock Golem. Has a higher attack, more hitpoints and a new ability every level. Lasts till killed. Can only have 1 Rock Golem at a time.

    Abilities: none/Rock Throw/Bash/Rock Midgets

    Rock Throw: throws 12 rocks at enemies, dealing 70 damage(total) and stunning for 2 seconds
    Rock Midgets: When the Rock Golem dies(not by absorbing or resummoning), 3 rock midgets spawn, they last 60 seconds.

    Earth Bound
    [​IMG]
    Turns the roots in the ground alive, trapping and damaging enemy units in a line.
    [​IMG]

    Wood Elemental
    [​IMG]
    Turns a tree into a wood elemental. Lasts till killed. The wood elemental can absorb water elementals and Rock Golems to become stronger. Limited to absorb 3 water elementals and 3 Rock Golems. Water Elemental gives +15 damage. Rock Golem Gives +5 Armor and +200 hp.


    Fighter

    [​IMG]

    Initiate: Raging Furry [Passive]
    [​IMG]
    Gives a 10% chance to do 2 times normal damage on an attack.

    Knockback Strike
    [​IMG]
    Strong melee attack at single target. Effect: Knockback (Range=500). Damage: 75/160/255/360

    Counter Strike [Passive]
    [​IMG]
    There's a 5% chance you block an enemy attack and returning 25/50/75/100% of the damage. The counter attack stuns the enemy unit for 1 second.

    Basic Forging [Passive]
    [​IMG]
    Learns new recipes and/or forging techniques each level.

    MultiSlash
    [​IMG]
    Increases the hero's attack speed by 300/400% for the next 4/8 attacks. Lasts 20 seconds.


    Brute

    [​IMG]

    Initiate: Heavy Gear Component [Passive]
    [​IMG]
    This Hero and it's subs can wear Helmets, Axes and Hammers.

    Outburst
    [​IMG]
    Uses the Hero's rage doing damage to surrounding units and pushing them away from the Hero. Effect: Knockback (Range=500). Damage 250/325/400/475

    Continuous Blow [Passive]
    [​IMG]
    When attacking the same target multiple times, the Hero's attack speed increases by 15% after each attack. Stops increasing after 3/4/5/6 attacks. When targeting another unit the Hero has his original attack speed back.

    Advanced Forging [Passive]
    [​IMG]
    Learns new recipes and/or forging techniques each level.

    Body Slam
    [​IMG]
    Grabs targeted unit and jump into the air to devastating damage to the target and surrounding units. Damage: 750/1000 to target, 150/200 to surrounding units.


    Archer

    [​IMG]

    Initiate: Light Gear Component [Passive]
    [​IMG]
    This Hero and it's subs can wear Boots, Gloves and Spears.

    Arrow Barrage
    [​IMG]
    Shoots arrows at targeted area dealing damage. Effect: Stun: 1 second. Damage: 250/325/400/475

    Wounding Shot [Passive]
    [​IMG]
    The Hero's attacks wound the target. The target receives damage each second for 5 seconds. Effect: Attack speed -10/15/20/25 %, Movement speed -50%. Damage: 5/10/15/20 per second.

    Advanced Forging [Passive]
    [​IMG]
    Learns new recipes and/or forging techniques each level.

    Arrow Shield
    [​IMG]
    Creates a shield of arrows around the Hero. When the Hero is attacked there's a 20/40% chance the shield will return a burning arrow to the attacking unit. Deals 100 damage.
    [​IMG]


    Mage

    [​IMG]

    Initiate: Osmose
    [​IMG]
    Drains 15 mana per second from enemy unit. Lasts 6 seconds.

    Cure
    [​IMG]
    Cures targeted unit for 100/150/200/250 + Magic Power hit points

    Splitting Fire
    [​IMG]
    Fire blast on single target, does low fire damage to surrounding units. |n|c00ff0000Damage:|r 50/100/150/200 + |c00ff8000Magic Power|r, 25 damage to surrounding units. |n|n|c00ffff00Does bonus damage to drunk, oiled or goo'd units|r

    Dark Demon
    [​IMG]
    Summons a dark demon that will cast 1/2/3/4 spells on targeted unit. It's possible to have the same spell cast twice or more.
    |c0000ff00Blind(40%)|r: 20% chance to miss. Lasts 15 seconds.
    |c0000ff00Slow(30%)|r: attack and movement speed -20%. Lasts 20 seconds.
    |c0000ff00Hex(20%)|r: Lasts 8 seconds. Does not work on heroes.
    |c0000ff00Blood Crest(10%)|r: dark damage=200 + |c00ff8000Magic Power|r

    Mana Absorb [Passive]
    [​IMG]
    There's a 5/10% chance you block an enemy attack and gain mana points equal to the amount of damage received.


    Light Mage

    [​IMG]

    Initiate: Mana Regeneration [Passive]
    [​IMG]
    Gives additional 0.75 mana regeneration

    Cure 2
    [​IMG]
    Cures targeted unit for 300/350/400/450 + 2 x Magic Power hit points

    Drain
    [​IMG]
    Drains 75/125/175/250 hp from enemy unit. Lasts 1 second.

    Reflection Shield
    [​IMG]
    Creates a shield around target that blocks 50% of any incoming damage. The shield can withstand 100/150/200/250 + 2 x |c00ff8000Magic Power|r damage. When the shield can't take any more damage it does the amount of damage it received to surrounding enemy units. |n|n|c00ffff00Shield receives full damage taken|r

    Auto Revive [Passive]
    [​IMG]
    When killed, the Light Mage will come back to life. Cooldown = 300/200 seconds.


    Red Mage

    [​IMG]

    Initiate: Mana Regeneration [Passive]
    [​IMG]
    Gives additional 0.75 mana regeneration

    Splitting Fire 2
    [​IMG]
    Fire blast on single target, does low fire damage to surrounding units. |n|c00ff0000Damage:|r 250/325/400/475 + 2 x |c00ff8000Magic Power|r, 75 damage to surrounding units. |n|n|c00ffff00Does bonus damage to drunk, oiled or goo'd units|r

    Ice Spiral
    [​IMG]
    Creates a spiral of ice, freezing and damaging units touched by it. Does 90/180/270/360 + 2 x |c00ff8000Magic Power|r damage. Lasts 5 seconds.
    [​IMG]

    Thunder Bolt
    [​IMG]
    Creates a bolt of thunder, damaging unit across it's path. Does 125/200/275/350 + 2 x |c00ff8000Magic Power|r damage

    Flare
    [​IMG]
    A devestating magic attack. Does 400/800 + 3 x |c00ff8000Magic Power|r damage


    Dark Mage

    [​IMG]

    Initiate: Sleep
    [​IMG]
    Puts a target enemy unit to sleep for 7 seconds. A sleeping unit can be awoken by attacking it.

    Dream Eater
    [​IMG]
    Steals sleeping unit's dream, dealing 100/200/300/400 + 2 x |c00ff8000Magic Power|r damage. Restores 50 of the caster's mana. |n|n|c00ffff00Only works on sleeping enemy units|r

    Immoral Aura [Passive]
    [​IMG]
    Decreases surrounding enemies armor by 2/4/6/8.

    Hex Rays
    [​IMG]
    Sends out 1/2/3/4 rays that hex enemy units. Hex lasts 7 seconds. Does not work on heroes.

    Dark Vortex
    [​IMG]
    Creates a Dark Vortex which pulls nearby enemy units to it. Unit near the center of the vortex receive 25/50 + |c00ff8000Magic Power|r/5 damage per second. Lasts 20 Seconds. |n|n|c00ffff00Heroes don't get sucked into the vortex but take the damage if they're close enough to the centre|r


    Engineer

    [​IMG]

    Initiate: Starter Engineer [Passive]
    [​IMG]
    Gives +50 |c000080ffDroid Skills|r and increases |c00ffff00Weight Limit|r by 100

    Repair
    [​IMG]
    Repairs droid or robot for 25/50/75/100 hit points.

    Basic Droid Skills [Passive]
    [​IMG]
    Increases the attack by 5/10/15/20 and hitpoints by 50/100/150/200 of all droids indefinatly. Increases Droid Skills by 15/30/45/60. Learns how to make a new model at level 4.

    Basic Robot Skills [Passive]
    [​IMG]
    Increases Robot's hitpoint by 100/200/300/400. Increases the weight limit by 20/40/60/80. Learn a new weapon recipe at Level 2. Learns how to upgrade to a new model at level 4.

    Dynamite
    [​IMG]
    Throws a dynamite that'll explode after 5 seconds. Does 250/500 damage to enemy units within range.


    Technician

    [​IMG]

    Initiate: Novice Technician [Passive]
    [​IMG]
    Gives +100 |c000080ffDroid Skills|r and +10 Intelligence

    Repair 2
    [​IMG]
    Repairs mechanical unit, restoring 150/225/300/375 hit points and 50/100/150/200 mana points.

    Magnetic Field [Passive]
    [​IMG]
    Decreases nearby enemy units their attack speed by 8/16/24/32 % and Movement speed by 10/20/30/40 %

    Advanced Droid Skills [Passive]
    [​IMG]
    Increases the attack by 5/10/15/20 and hitpoints by 50/100/150/200 of all droids indefinatly. Increases Droid Skills by 15/30/45/60. Learns how to make a new model at level 4.

    Kamikaze
    [​IMG]
    Destroy one of your droids to do 500/1000 damage to surrounding enemy units.


    Mechanic

    [​IMG]

    Initiate: Novice Mechanic [Passive]
    [​IMG]
    Increases |c00ffff00Weight Limit|r by 200 and +10 Intelligence

    Repair 2
    [​IMG]
    Repairs mechanical unit, restoring 150/225/300/375 hit points and 50/100/150/200 mana points.

    Evasion [Passive]
    [​IMG]
    Gives a 10/20/30/40% chance to avoid attacks.

    Advanced Robot Skills [Passive]
    [​IMG]
    Increases Robot's hitpoint by 100/200/300/400. Increases the weight limit by 20/40/60/80. Learn a new weapon recipe at Level 2. Learns how to upgrade to a new model at level 4.

    Spoils of War
    [​IMG]
    When your robot kills an enemy unit it receives +5 gold and has 5/10% chance to find an ore.



    Items

    There are herbs and materials to make potions and weapons with, you can find these items across the map, enemies drop them, and you can find herbs in bushes.You won't have to carry these items in your inventory, they dissapear when you pick them up, you can see how many you have of each tiem by changing the multiboard.
    List of Herbs and materials:
    Mats
    -Copper
    -Iron
    -Steel
    -Titanium
    -Shimmerweed
    -Spider Poison
    -Poison Ivy
    -"Color" Herb (Blue, Red, Green, ...)
    -Alcohol
    -Corpse Remains

    I'll update the list of finished items as I progress, I've written down a lot but I'll start with the ones I made, and the ones I gonna add in the nearby future:
    Items

    Alchemy: potions (100 charges max each)
    Healing:
    -Tonic, Healing Potion, Hi-Potion, G-Potion, X-Potion, Mega-Potion
    Mana:
    -Magic Leaf, Ether, Hi-Ether, ...
    Elixer: heals mana and hp

    Poison Potion:
    [​IMG]
    Does 100 damage and 10 dam per second to enemy unit (10 seconds)
    Does 100 Bonus Damage on impact when the enemy unit has Open Wounds (see further)

    Ultra Poison Potion:
    [​IMG]
    Does 200 Damage and 10 dam per second (20 seconds)
    Does 200 Bonus damage with open wounds

    Bio Potion:
    [​IMG]
    same as other poison potions but stronger

    Open Wounds Potion:
    [​IMG]
    Wounds enemy units (aoe 200), decreasing their armor with 4
    Poison does more damage on impact


    Drunk Potion:
    [​IMG]
    Potion filled with alcohol, % to miss, and attack rate -
    Drunken enemy takes small bonus damage from fire attacks/spells/potions

    Oil Potion:
    [​IMG]
    Better then alcohol potion: % to miss, attack -
    Enemy with oil takes bonus damage from fire, also burns for 20 seconds after potion is used, the effect stacks with multiple fire attacks.

    Goo Potion:
    [​IMG]
    Covers enemy in goo, making him run away for for 3 seconds, leavin a trail of goo, if the enemy is hit by a fire attack the trail is set on fire aswell, damaging enemy units standing on it.
    Bonus damage to goo'd enemy unit

    Fire Potion 1:
    [​IMG]
    Does fire damage to a single target


    Fire Potion 2:
    [​IMG]
    Does fire damage to single target

    Water Potion:
    [​IMG]
    Used on Water minions or enemy
    Can be used on friendly water elemental to heal 500 hit points and give a +15 damage bonus(damage does not stack)
    When used on enemies: -15 attack speed
    Damages fire enemies: 500 damage. Enemies that have natrium on them explode, dealing big damage.

    Natrium Potion:
    [​IMG]
    Slow enemies attack speed by 15% and movement speed by 20%
    Makes water or wet enemies explode, dealing big damage

    ------End of Potions-----[There are a lot more potions, but I rather have it you discover them in the map]


    All potions are made in mixing pot (is in town) or made by brewmaster, the same amount of herbs can create different numbers of potions. Depends on skills and items.

    Misc.:

    Casted spells and damage dealt are shown as floating texts
    If you die you lose exp and gold
    You will always see where you are on the multiboard(citynames, names of forest, ...)
    Most abilities will be triggered
    I'll be using more custom models then I'm used to, but I'll still rely a great deal on the basic warcraft 3 stuff.
    Vivicism isn't just summoning, some minions requires materials, and sometimes materials improve your minions (if you create a water elemental in shallow water it's much stronger, Ents' strenght depend on how much trees were nearby, Rock Golem is stronger when made out of a rock rather then out of the ground, etc...)
    This is a single player rpg, even tho I'll be writing the triggers as if it were a multiplayer incase I'd ever decide to make it multiplayer. (or someone else)
    There's a lot I haven't mentioned yet, but this will be updated.
    I'm guessing this will take 3 months or more, I might have a test version in a month.


    Screenshots

    [​IMG]
    [​IMG]
    [​IMG]


    credits
    FirePotion Mr.Goblin
    FirePotion2 Mr.Goblin
    FirePotion3 Army-of-Pandas
    PoisonPotion Army-of-Pandas
    PoisonPotion2 Mr.Goblin
    FastPotion CRAZYRUSSIAN
    BearFormPotion CRAZYRUSSIAN
    PoisonGasPotion ChevronSeven
    NaturePotion CRAZYRUSSIAN
    IcePotion Army-of-Pandas
    SuprimePotion ChevronSeven
    BirdMorphPotion CRAZYRUSSIAN
    PureDarkPotion CRAZYRUSSIAN

    HolyShield Mc!
    ArcaneShield Mc!
    MagicShield Mc!
    GoldShield Mc!
    DarkShield Mc!
    GoldenShield X.e.r.e.X
    HolyShield ?
    HolySword Kola
    RazorEdge -Berzeker-
    HolyArmor Mc!
    SoulArmor Mc!
    FrostArmor Mc!
    FrostArmorComplete Mc!
    GoldHelmet Mc!
    GoldArmorComplete Mc!
    CounterStrike CRAZYRUSSIAN

    GoblinDrillBot Donut3.5

    GoblinSlammer jk2pach
    GoblinALchemist Red_XIII
    NorseStronghold Mr.Bob
    Tavern Mr.Bob
    WizardTower Mr.Bob
    IonCannon Will_THE_ALMIGHTY
    GroundExplosion WILL_THE_ALMIGHTY
    RoboMole DonDustin
    FireNova JetFangInferno
    Black Hole Carrington2k
    GoblinDrillBot Donut3.5
    FlyingMachine GyroSphinx
    Goblin Pyromaniac WILL_THE_ALMIGHTY
    GoblinMedic Rizz_Boomer
    GoblinMobileTurret Donut3.5
    GoblinEngineer WILL_THE_ALMIGHTY
    GoblinHeavyBot Mc!
    GiantSandWorm Sephiroth_VII


    Summary
    Summary

    So basicly you start the game choosing 1 of 4 skills:
    Alchemy: Can use mixing pot, brew potions, create minions and make materials
    Weaponcraft: Can use Forgery and Blacksmith, can make a lot of different weapons
    Magic: Magicpower can influence the damage your spells do, this can be increases by certain items, which are buyable, or dropable from bosses
    Engineering: Can use Workshop, makes droids or robots (not too futuristic, it's like goblin based technology)

    You can sub your class and keep it's spells (or some of them) when u master the class

    You can choose if you become good or evil, each one opens different items and subs. (Not in test version)


    What does the test version not have

    -Good and evil system (you have no quests that change this)
    -3th, 4th and 5th class subs
    -80(or more)% of the terrain, items, units and quests
    -A 2nd skill (full version you choose 2 instead of 1 skill)
    -Bounty hunts (only one available)
    -some other things probably


    If you test this let me know what skill you picked, any bugs and/or positive feedback are much appreciated (+rep for constructive criticism)
     

    Attached Files:

  2. Spoontoobig

    Spoontoobig

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    You should make it multiplayer with save/load system ;) Because I think its kind of fun game ;).
     
  3. lateris

    lateris

    Joined:
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    I tried it, picked alchemist, then herbalist, then chaged to brewmaster. I am also trying the engineer now. Completed every quest available in the test-version. Havent found any serious bugs, but there was something i didnt understand - sometimes it writes "you need to have a compatible item in slot 1". What does that mean? Also when you upgrade alchemists skill that makes a weapon to lvl 4, you get a hammer that gives +60 damage, but the tooltip still says that the weapon gives +45 damage. That was all i found while playing as an alchemist. Just two very minor things(i couldnt call them bugs). The game was really great. Cant wait until you finish it.
     
  4. skamigo

    skamigo

    Joined:
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    Thanks, the tooltip must just be a typo of myself

    with the compatible item in slot 1, it's probably for when you use upgrade potion or potions throw, it only works on the item in slot 1, and it must be a potion like stated in the ability's tooltip
     
  5. mnib

    mnib

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    theres kinda 1 thing
    gate is too far and u can pass without opening it xD

    overall even nice but will it be multi?
     

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  6. skamigo

    skamigo

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    k thx mnib, forgot to seal that

    PS: need more feedback, did anyone else test it?
     
  7. Spoontoobig

    Spoontoobig

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    I tried test enginneerer... And I think that passive skills don't work... It doesn't give +100 Hp to robot...
     
  8. mnib

    mnib

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    y i think that too same with the dmg bonus
     
  9. skamigo

    skamigo

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    ye you can't see it when you're not in it, cause the upgrade only works for player 1, but once you step into the robot you'll see the hp and damage increase

    I guess I could change it so it also does it for neutral passive player
     
  10. Spoontoobig

    Spoontoobig

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  11. skamigo

    skamigo

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    bump

    anyone else tested?
     
  12. skamigo

    skamigo

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    double bump

    i see some people have tested the map, but I haven't gotten much feedback on it :sad: , anything is apreciated
     
  13. killax

    killax

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    This Map Is AWESOME! xD

    This quote kinda bothers me... It shows up on pretty every action u take:
    "You need to have a compitable item in slot 1"

    So far I only tested Engineerer, I like it But, are droids special there for something, cuz I obviously don't find needs for them yet, As long as im In the robot im owning xD, and I was thinking maybe if someone is speaking "Quests" Don't keep making it say their name, Do it once at start and then just continue with the text going on + it's kind of fast. Overall the map is pretty amazing hehe keep up the good work i also like ur terrain =]

    Did u take the Engineer entering robot thingy from some game? xD I remember a "War" type game tht u can enter robots and stuff lik tht if u have some skill points o.o

    EDIT:
    NVM about the droids, they are useful for tank and such lol
     
  14. UndeRCoveR0127

    UndeRCoveR0127

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    AWESOME MAP!
    5/5
    cant wait to release the official version :D
     
  15. skamigo

    skamigo

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    thx for testing. The message is normally only for certain abilities that the alchemist uses, dunno why it would bug

    You can check F12 to see what the quest guy said if it goes too fast

    I didn't take the robot system from any game, even tho it's very well possible someone else came up with the same idea in the past
     
  16. aaron

    aaron

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    hey im not tired of what my parents say!!! D:
     
  17. skamigo

    skamigo

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    maybe it's your subconcious talking
     
  18. lateris

    lateris

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    I would like to ask if there is anything new? And when do you plan on finishing it?
     
  19. Slid3r

    Slid3r

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    I've tried the map. I think it's really good so far. I've played as a fighter and here are some things that I've found that you might want to fix:

    -For every action I take, it says "You must have a compatible item in slot 1". I receive this message even when counter-strike triggers or the Corrupted Treant used entangle on me.

    -If I use tonic in slot 1, I get the message with "compatible item in slot 1". If I use it from slot 6, it says "You lake the required materials for this recipe".

    -If you intend to have more cinematics in the game other than the ones in the beginning, make the skippable.

    -The healing aura of the priest is way too slow. Make it so you heal in 2-3 seconds, there's no point in waiting there.

    -Knockback spell can send units behind trees or between doodads, in places you can't reach them.

    -Counter-Strike triggers rarely. Maybe increase the chance with the level of the spell? Something like 5/10/15/20% or 4/8/12/16%.

    -Disease (from Treant) triggered counter-strike.

    -It's not "Forgery", it's "Forge". "Forgery" refers only to something fake.

    -If you can, make units respawn at their original position, not where they died because it's very likely that big groups will form around the teleports.

    -When you change your class, you keep only one item in your inventory. The rest are dropped on the ground.

    -Plain Bracelet gives mana burn and Bsic Axe gives armor reduction. These are both orb effects and do not stack. Mention than in the description of both items.

    -When you are able to buy ore, it says "Purchase Shimmerweed". This is only a typo, you still get ore.

    -You should still be able to pick up materials(ore/copper/iron) with you inventory full, since they don't actually occupy any slot.

    -You have the Forge ability "Ironize", that transforms a basic item to an iron item. Shouldn't there be a copper stage between the two? EDIT: I found out that "Ironize" first turns the item from basic to copper, then to iron. But I don't know if you wanted it that way, since it isn't mentioned in the description. And basic boots can't be changed to iron boots. Instead, basic gloves turn into iron boots. Also, I think that "ironize" as a word doesn't exist :). Use something more general, like "Improve item" or "Upgrade gear".

    -You can transform 3 ore into copper. You should also be able to turn 3 copper into iron.

    -You should be able to buy copper and iron, not only ore. Maybe as a reward for a quest?

    -Small typo in "Change Job (Weaponcraft)" description: write "you" instead of "u".

    -Archer can wear both Basic Gloves and Plain Ring at the same time, although these items are both labeled as accessories.


    EDIT: Also tested Alchemist:

    -Materialize Weapon level 4 description is wrong: the weapon gives +60 dmg, not +45.

    -Using Naturalist's "Rock Golem" spell with Alchemist master skills will also summon a Mud Golem. The opposite is also true: summoning a Mud Golem also summons a Rock Golem.

    -When wanting creating a Hi Potion, you get a Healing Potion. 2 Shimmerweed is deducted.

    -If you create poison from Potion Brewer and you also have the Alchemist skills, the "Create Poison Potion" will also cause the "Materialize Weapon" spell to trigger at the same time.

    -If you change your class from Naturalist to something else, not all creatures are removed.

    -It's kind of weird for wolves and worms to drop "SPIDER Poison". Maybe change the name to "Venom"?

    -If I have a materialized weapon in slot 1, I can't use Potions Brewer's "Potion Throw" spell because I can't move anything to or from slot 1. I suggest you do not lock the weapon in the inventory for 30 attacks. Instead, be able to move it in you inventory as you like, but make it dissapear if you drop it to the ground or give it to someone else.

    -Apart from your hero, there are 3 other units from the town named "Aaron". How common can that name be in a town with under 50 people? :) Change the names of the engineers and the alchemist.


    Hope this helps. If I have time, I will also test other classes and give you feedback. Anyway, the map is very good, keep up the good work.
     
    Last edited: Jul 6, 2010
  20. mnib

    mnib

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    thats just a nice review of a map oO